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The Witcher Rules Reference Guide Eng

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    USING THIS DOCUMENT

    Tis guide is intended as a reerence or all rules queries. Unlikethe learn to play booklet, this guide does not teach players howto play the game. It is recommended that players first read thelearn to play booklet in its entirety, then use this rules reerenceguide as needed during the game.

    Tere are five major sections o this guide:

    Glossary ................................................. pages 2–10Te majority o this document is the glossary, which lists

    detailed rules clarifications in alphabetical order by topic.

    Epic Adventuring .................................. page 10Tis section presents an optional rule or players to enjoy an epicgame experience.

    Te Witcher Lore ................................... pages 11–14Tis section delves into the lore o Te Witcher  world, offeringimportant acts about the setting, characters, various races andgroups that exist, and the relationships among them.

    Index ....................................................... page 15Tis section contains a comprehensive list o topics and pagenumbers or players to reerence throughout the game.

    Quick Reference .................................... page 16Te back page o this document lists the icons and other relevantinormation or players to reer to at a glance.

    SOP!It is recommended that players begin playing Te Witcher

     Adventure Game by reading the learn to play booklet in itsentirety. Ten, as questions arise during gameplay, playerscan reer to this guide. However, i players wish to learn andunderstand all o the game’s nuances immediately, they mayread this guide rom beginning to end.

    HE GOLDEN RULESTe golden rules are undamental concepts on which allother game rules are built.

     ѵ Te rules reerence guide is the definitive source o rulesinormation. I something in this document contradictsinormation rom the learn to play booklet, this guidetakes precedence.

     ѵ I the rules text o a card or other game componentcontradicts inormation rom the rules reerence guide,the component-specific rules text takes precedence.

     ѵ I an effect uses the word “cannot,” that effect is absolute.

     ѵ Te word “must” means the effect is mandatory,while the word “may” means the effect is optional.

    RULES REFERENCE GUIDE

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    ACION SPACE ѵ Each action has its own action space on a hero sheet.

     ѵ Action spaces with heart icons are woundable action spaces.

     ѵ When a hero suffers a wound, he places the wound token inany open woundable action space that does not already havea wound token.

     ѵ A hero can perorm an action only i its action space is open.

     ѵ Only wound tokens or action tokens can occupy an actionspace.

    Related Topics: Actions, Foul Fate, Locations, Movement,Regions, Routes, Wounds

    ACIVE PLAYER Te player currently taking his turn is the active player.

    ADJACEN ѵ wo locations are adjacent i they are connected by a single

    route. ѵ wo regions are adjacent i at least one location in each

    region is connected by a single route.

    Related Topics: Location, Region, Route

    BALESTe steps or fighting a battle are below:

    1. Use any “at the start o battle” effects.

    2. Resolve any “beore rolling” effects.

    3. Roll dice (battle dice and the hero’s set o hero dice).

    4. otal the dice results obtained rom this roll.

    5. Modiy the dice results in any o the ollowing ways:

     ҆ Spend 1 and 1 to produce 1 .

     ҆ Use development cards that can be used duringbattle.

     ҆ Use good ortune cards that can be used duringbattle.

    6. Compare the total against the enemy’s sword stat.I the number o are equal to or greater than theenemy’s sword stat, the hero’s attack is successul andhe resolves the “successul ” effect. I the number o

    are less than the enemy’s sword stat, the hero’s attackails and he resolves the “ailed ” effect.

    7. Compare the total against the enemy’s shield stat.I the number o are equal to or greater than theenemy’s shield stat, the hero’s deense is successul andhe resolves the “successul ” effect. I the number oare less than the enemy’s shield stat, the hero’s deenseails and he resolves the “ailed ” effect.

    8. I the enemy is a monster and the attack is successul,the monster is deeated and its token is discarded.

    GLOSSARYTis glossary lists all gameplay terms and rules in detail.

    I you are unable to find a topic in this glossary, check the indexon page 15.

    ACIONSPerorming actions is the primary way that heroes travel around

    the world, investigate possible leads, and complete quests.

     ѵ Only the active player can perorm actions.

     ѵ A player can perorm a maximum o two actions per turn.

     ѵ A player can only perorm an action i that action’s space isopen, meaning that the action space is not occupied by eitheran action token or a wound token.

     ѵ A player cannot perorm the same action twice during a turn.

     ѵ Te available actions are listed on each hero sheet, and theyare explained below in detail.

     ҆ Travel: Te player either moves his hero along one route

    or he moves his hero along two consecutive routes. Ten,he receives lead tokens matching the number and colorshown at his destination. Finally, i he moved along tworoutes, he draws one oul ate card and resolves it.

     ҆ Investigate: Te player draws one card rom any oneinvestigation deck and resolves it. Unless the player isinstructed to keep the card, he places it aceup in itsdiscard pile.

     ҆ Develop: Te player draws two cards rom hisdevelopment deck, chooses one to keep, and discards theother.

     ҆ Rest: Te player removes either two minor wound tokens

    or one severe wound token rom his hero sheet.

     ҆ Brew (Geralt only): Geralt places one commonmarker rom the supply on each o his aceup  development cards.

     ҆ Prepare (Triss only): riss places one common markeron one o her aceup  development cards.

     ҆ Sing (Dandelion only): Dandelion takes two gold romthe supply.

     ҆ Command (Yarpen only): Yarpen chooses two o hiscompanion cards to use. He reads the chosen cards aloudand resolves their effects.

    Related Topics: Action Space, Locations, Movement, Regions,Routes, urn Structure

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    DICE ѵ When an effect requires a hero to roll his hero dice, he rolls

    his entire set o hero dice.

     ѵ Battle dice are not hero dice; hero dice are not battle dice.

     ѵ When a player rerolls a die, he must use the new result.

     ѵ Most die aces produce one or more dice results. Each battledie has one die ace that is blank, which produces no dice

    results (see “Quick Reerence” on page 16).

     ѵ Heroes can spend dice results on development card effects.

     ѵ Some effects require the hero to roll his hero dice. He obtainsa success by rolling at least one die ace labeled as a “success”on his hero sheet.

     ѵ Some effects require die results that do not appear on allsets o hero dice. Tose heroes have development cards thatproduce those results.

     ѵ A ew cards show or icons. Tese icons represent the dieace itsel, not the result produced by that die ace.

    Below is a complete maniest o all the aces on each die.

    Related Topics: Battle, Quest Cards

     ѵ Some main quests have an enemy encounter. o completethese main quests, the hero must first be at the quest’slocation and spend the required resources. Ten, he fights abattle against that enemy. Regardless o the battle’s outcome,the hero completes the main quest at the end o battle.

     ѵ Some enemy effects state “suffer ‘X’ or each ‘Y’ you are short.”Tis means the hero suffers the effect or each result X thathe is under compared to monster stat Y. For example, theStriga’s “Failed ” effect states “suffer 1 or each you areshort” and its shield stat is “5 .” I the hero obtains only 3

    , then he suffers (5 – 3 = 2) two .

     ѵ Some enemies have a ritual stat ( ). Te ritual stat canappear instead o a sword stat or in addition to the sword andshield stat (see “Monsters” on page 5).

     ѵ Monsters that have a ritual stat ( ) instead o a sword stat( ) are deeated and discarded i the ritual is successul.

    Related Topics: Dice, Discarding, Monsters, Wounds

    COMPONEN LIMIAIONS

     ѵ

    Tere are no component limitations. I a player would take acomponent rom the supply and it is depleted, he may use asuitable replacement (such as a coin or a bead).

     ѵ When a deck o cards is depleted, immediately shuffle itsdiscard pile to orm a new deck.

    Related Topics: Supply 

    DELAYED HEROES ѵ When an effect delays a hero, he must oreit his next action.

    As a reminder, he lays the hero figure on its side. Te nexttime he would perorm an action, he stands the figureinstead o perorming that action.

     ѵ I the delay effect occurs during the player’s first action thisturn, he oreits his second action o this turn.

     ѵ I the delay effect occurs during the player’s second actionthis turn, he oreits the first action o his next turn.

     ѵ I an effect instructs a delayed hero to become delayed again,he ignores this effect.

    Related Topics: Spending, urn Structure

    DEVELOPMEN CARDS ѵ Some development cards can have common markers ( )

    placed on them. Tese cards can have a maximum o three common markers on them at one time. Tese cards are notdiscarded when there are no tokens remaining on them.

     ѵ Development cards can be used only when specified on theindividual card (e.g., “during battle,” “once per roll,” “whenperorming a travel action,” etc.).

     ѵ Development cards that state “once per turn” can be usedonly on the active player’s turn and only at times when hecan perorm operations.

     ѵ Common markers cannot be placed on development cardsthat do not have a “spend rom this card” effect.

    Related Topics: Discarding, raits

    Battle Die 1

    Battle Die 2

    Battle Die 3

    Geralt Hero Die 1

    Geralt Hero Die 2

    Geralt Hero Die 3

    riss Hero Die

    Dandelion Hero Die

    Yarpen Hero Die

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    DISCARDINGSeveral effects instruct players to discard cards and tokens,which are handled differently depending on their type.

     ѵ Development Card: Place a discarded development cardacedown at the bottom o its respective deck.

     ѵ Quest Card: Place a discarded quest card aceup in itsrespective discard pile near its deck.

     ѵ Investigation Cards: Place a discarded investigation cardaceup in its respective discard pile near its deck.

     ѵ Foul Fate Cards: Place a discarded oul ate card aceup inthe discard pile shown on the game board near its deck.

     ѵ Good Fortune Cards: Place a discarded good ortune cardaceup in the discard pile shown on the game board near itsdeck.

     ѵ Monster Tokens: Place a discarded monster token acedownat the bottom o its respective stack.

    DRAWINGSeveral effects instruct players to draw, look at, or reveal cards(or tokens), each o which is explained below:

     ѵ When an effect states “draw” a card, the player takes the topcard rom the specified deck.

     ѵ When a player draws only one card, he typically resolvesit. When a player draws more than one card, he ofen has achoice o which card he wants to resolve or keep.

     ѵ Some effects state “draw X additional cards.” Te playerdraws that number o cards in addition to the cards alreadydrawn, and he chooses one card rom among all o thosedrawn cards.

     ѵ When an effect states “look at X cards,” the player draws thatnumber o cards rom the specified deck and looks at themsecretly, being careul not to let any other players see them.

     ѵ When an effect states “reveal X cards,” the player draws thatnumber o cards rom the specified deck and flips themaceup so that all players can see them.

    ENCOUNERING OBSACLESMonster tokens and oul ate tokens are obstacles that heroesencounter during the game.

     ѵ Afer a hero perorms two actions and opts not to perorm

    more operations, he encounters one obstacle in his region.

     ѵ o encounter a oul ate token, the hero discards the token,draws one oul ate card, resolves its effect, and then discardsthe card (unless otherwise specified).

     ѵ o encounter a monster token, the hero flips the monstertoken aceup i it is acedown and fights a battle against it.

     ѵ I there is a oul ate token and a monster token in the hero’sregion, he chooses which o them to encounter.

     ѵ I he chooses to encounter a monster token, and there aremultiple monster tokens in his region, he chooses whichone o them to encounter. He may temporarily unstack themonsters—but not flip them—to check his options. It isimportant that the player leave the tokens’ acing (aceup oracedown) as is.

     ѵ I there are no obstacles in his region, he advances the wartrack by moving the war track marker clockwise one space.He takes the obstacle shown in that space o the war trackand places it in his region’s obstacle zone.

     ѵ Some effects allow a hero to “ignore” an obstacle. A herocannot choose to encounter an ignored obstacle. I, byignoring one or more obstacles, a hero does not encounter anobstacle, then he does not advance the war track.

    Related Topics: Foul Fate, Monsters, Obstacle Zones, Regions

    FOUL FAETere are three parts that make up oul ate: oul ate spaces, oulate tokens, and oul ate cards.

     ѵ

    Tere are oul ate spaces next to each action space on a herosheet and in each obstacle zone on the game board.

     ѵ Only one oul ate token can occupy each oul ate space.

     ѵ A hero draws a oul ate card when resolving a oul ate tokenor afer moving along two routes during a travel action.

     ѵ o encounter a oul ate token, the hero discards the token,draws one oul ate card, resolves its effect, and then discardsthe card (unless otherwise specified).

     ѵ I a hero perorms an action with a oul ate token next to it,he discards that oul ate token, draws one oul ate card, andresolves it immediately. Afer resolving the oul ate card, hediscards it and finishes resolving the chosen action.

     ѵ I an effect instructs a hero to place a oul ate token in aregion that already has a oul ate token, he places the oulate token in an open oul ate space on his hero sheet.

     ѵ When an effect states “suffer ,” the player places one oulate token in any open oul ate space on his hero sheet.

     ѵ When an effect states “suffer , i able,” the player places oneoul ate token in the specified space i it is open. I that spaceis occupied, he ignores the effect.

     ѵ When an effect “place ” on a specific action, he places oneoul ate token in the oul ate space next to that action space.

     ѵ Some effects allow heroes to remove oul ate tokens romtheir hero sheet.

     ѵ I a hero cannot place oul ate tokens on his hero sheetbecause all o his oul ate spaces are occupied, he does notplace any oul ate token. Instead, he loses 2 VP or each oulate token that he cannot place on his sheet.

     ѵ I a hero perorms an action with a oul ate token next to it,he discards that oul ate token, draws one oul ate card, andresolves its effect immediately, beore resolving his action.Afer resolving the oul ate card, he discards it and resolvesthe chosen action.

    Related Topics: Encountering Obstacles, Keeping Cards,

    Obstacle Zones

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    GOOD FORUNE CARDS ѵ Good ortune cards provide various positive effects. A hero

    draws a good ortune card when resolving the consequenceson a quest card and by various card effects.

     ѵ When a player draws a good ortune card, he looks at it andkeeps it acedown in his play area or later use.

     ѵ Good ortune cards can be played or used only when

    specified on the individual card (e.g., “during battle,” “whenyou draw investigation cards,” etc.).

     ѵ Some cards state that they can be played “during your turn.”A player can play these cards only at times when he canperorm operations.

     ѵ Afer resolving a good ortune card’s effect, discard it unlessotherwise specified.

    Related Topics: Discarding

    INVESIGAION CARDS ѵ Some investigation cards are setbacks, which generally cause

    a negative effect.

     ѵ Some purple investigation cards have the  trait, and these cards have an effect thatallows the hero to keep the card. Tere are other purpleinvestigation cards with effects that trigger i the herodiscards a  card.

     ѵ Some blue investigation cards have traits (e.g., A S,N, L S). A card with one othese traits counts itsel while resolving its effect.

     ѵ I an effect states “i able,” the affected player is not penalizedi he is unable to ully resolve the effect. For example, theblue investigation card “Zerikanian Assassin” states “Advancethe war track and place 1 on your travel action, i able.” Ihis travel action’s oul ate space is already occupied, he doesnot place a oul ate token, but he still advances the war track.

    Related Topics: Dice, Drawing, Discarding, Keeping Cards,asks, raits

    KEEPING CARDS ѵ Some cards state “Keep this card until it is resolved.” Te

    player keeps the card aceup in his play area until its effecttriggers and resolves.

     ѵ Some cards state “Keep this card or its trait.” Afer resolving

    the other effects on this card, the player keeps the card aceupin his play area so that other effects can reerence its trait.

     ѵ Some cards state “Keep this card until its task is resolved.”Te player keeps the card aceup in his play area until theplayer resolves its task.

     ѵ Some cards with tasks also have traits. In order or players totrack which tasks they have already completed, they must keeptheir completed tasks separate rom their uncompleted tasks.

     ѵ When a player completes a task on a card that also has a trait,he still keeps the card aceup in his play area so that othereffects can reerence the trait. However, he cannot completethe task more than once.

    Related Topics: Development Cards, Discarding, Foul Fate,Good Fortune Cards, Investigation Cards, Quest Cards, asks,raits

    LEADSHeroes exchange leads or proo, which is the primary way tocomplete main quests and earn VP.

     ѵ A hero can receive leads in a ew ways, including arriving ata location with lead icons, resolving an investigation cardeffect, or using a good ortune card.

     ѵ When perorming a travel action, a hero receives lead tokenswhen arriving at the destination location. I a hero movesalong two routes, he does not receive any leads rom thelocation he passes through.

     ѵ I an effect instructs the hero to spend (or receive) leads

    without speciying a color, the hero may spend (or receive)any color lead.

     ѵ When a hero exchanges lead tokens or proo tokens, he mustuse the exchange rate shown on his hero sheet.

     ѵ Lead tokens can be exchanged only or proo tokens o thesame color.

     ѵ When a hero exchanges lead tokens or proo tokens, hecannot exchange proo back to leads. Te exchange onlyoccurs rom leads to proo.

    Related Topics: Locations, Proo 

    LOCAIONSLocations represent various cities and other important locales inTe Witcher  world.

     ѵ While a hero is at a location, his hero figure occupies one othe round spaces at that location.

     ѵ Each location has our identical spaces, allowing multipleheroes to be in the same location at the same time.

     ѵ When a player arrives at a location, he places his hero figurein any open round space at the location. Each space at thesame location yields the same number and color o leads, soit does not matter which o the spaces he occupies.

     ѵ As an operation, players who are in the same location cantrade leads and/or gold between one another.

     ѵ Tree locations (Brokilon, Jaruga, and Ellander) provide nolead tokens to heroes who arrive there.

     ѵ wo locations (Duén Canell and Ellander) display a large hearticon below the location’s banner. Tis icon means that anyhero who arrives at this location may either remove one minorwound or flip one severe wound to its minor wound side.

    Related Topics: Actions, Movement, Regions

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    MONSERSMonsters are vile creatures who roam the land, attacking theheroes without provocation.

     ѵ Tere are three types o monsters: bronze, silver, and gold.Each monster type has a different colored token template toidentiy its type.

     ѵ Monster tokens occupy the monster spaces o obstacle zones,

    which indicate the region the monster is in.

     ѵ Any number o monster tokens can occupy an obstacle zone;they stack on each other and order does not matter.

     ѵ When an effect places a monster in a region, it is placedacedown in the monster space o that region’s obstacle zone,unless otherwise specified.

     ѵ When an effect requires a hero to place more monsters o aspecific type than are available, he places as many monstersas possible, choosing which regions get the incomingmonsters and which regions do not.

     ѵ When a hero encounters a acedown monster token, he flips

    it aceup and then fights a battle against it. Aferwards, i thehero does not deeat this monster, it remains aceup in itscurrent obstacle zone.

     ѵ When there are multiple monster tokens in the same obstaclezone and a hero is checking or obstacles, he may temporarilyunstack the monsters—but not flip them—to check hisoptions. It is important that the player leave the tokens’acing (aceup or acedown) as is.

     ѵ I a hero achieves a successul attack against the monster, hedeeats the monster and discards it.

     ѵ Some monsters, such as the Phantom or the Wraith, have aritual stat ( ) instead o a sword stat ( ). During battle, the

    hero compares his to the monster’s ritual stat, ollowingthe same procedure used or comparing sword stat. I theritual is successul, the monster is deeated and its token isdiscarded.

    Related Topics: Battle, Encountering Obstacles

    MOVEMENHeroes travel to various locations by moving along routes.

     ѵ A hero can move by perorming a travel action or some othereffects.

     ѵ A hero cannot move along the same route twice during the

    same action.

     ѵ A player receives leads at a location only afer moving duringa travel action.

     ѵ o move along the sea route connecting Novigrad and DuénCanell, a player must first spend two gold.

     ѵ o move along the sea route connecting Duén Canell andCintra, a player must first spend one gold.

    Related Topics: Actions, Locations, Quest Cards, Routes

    OBSACLE ZONESObstacle zones hold any obstacles affecting the region.

     ѵ Tere are six obstacle zones located along the lef side o thegame board. Each obstacle zone relates to a single region,displaying that region’s color and symbol in its banner.

     ѵ Any number o monster tokens can occupy a monster space.

     ѵ Only one oul ate token can occupy a oul ate space.

    Related Topics: Encountering Obstacles, Foul Fate, Monsters

    OPERAIONSOperations are things that a player can do on his turn that donot require an action. A player may perorm any number ooperations in any order beore or afer each o his actions.

     ѵ Only the active player can perorm operations.

     ѵ Te available operations are explained below in detail.

     ҆ Exchange Leads or Proo: Te player exchanges anumber o lead tokens or one proo token rom the

    supply according to the exchange rate shown on his herosheet. He can only exchange lead tokens or proo tokenso the same color.

     ҆ Complete a Side Quest: Te player ulfills therequirement or any side quest shown on his quest card.He earns VP equal to the number shown in that questspace and places one common marker in that space tomark that quest as completed.

     ҆ Complete a Support Quest: Te player spends theresources shown or a support quest on the quest cardo an opponent in the same location as the player. Tesupporting player earns 6 VP and the owner o the

    quest card earns 3 VP. Te owner also places onecommon marker in his support quest space to mark it ascompleted. A player can perorm this operation only ihe is in the same location as an opponent.

     ҆ Complete a Main Quest: Te player ulfills the mainquest requirement by spending the indicated resources. Ithe main quest description contains an enemy encounter,he fights a battle against that enemy. Regardless o thebattle’s outcome, he completes the quest. He earns VPequal to the number shown to the right o the questrequirement. Ten, he resolves the consequences statedon the card and flips the quest card acedown. Next, hedraws two cards rom his hero’s quest deck, chooses one

    to keep, and discards the other. A player can perormthis operation only i he is in the main quest location.

     ҆ Trade Resources: Te player trades leads or gold withany hero in his same location. Players can negotiate theterms o the trade, but they must both agree to those termsbeore trading. Players can trade leads or gold or promiseso uture assistance, but these promises are not binding.

     ҆ Bribe a Friend (Dandelion only): Te player spends onegold to place one common marker on one o his aceup development cards.

    Related Topics: Actions, Good Fortune Cards, Leads, Proo,Quest Cards, urn Structure

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    REGIONS ѵ Tere are six regions, and each one is identified by a color

    and symbol on the banner o each location.

     ѵ Each region corresponds to one obstacle zone, located alongthe lef side o the game board. Te region’s color and symbolare shown in the banner.

    Below are images o the banners rom different regions.

    Gray Region

    Adjacent to: Purple, Red

    Purple Region

    Adjacent to: Gray, Green, Red

    Red Region

    Adjacent to: Gray, Purple, Green, Yellow, Blue

    Blue Region

    Adjacent to: Red, Yellow 

    Yellow Region

    Adjacent to: Red, Green, Blue

    Green Region

    Adjacent to: Purple, Yellow, Red

    Related Topics: Adjacent, Movement, Encountering Obstacles,Obstacle Zones

    PLAY AREA ѵ Each player has his own play area, which contains the

    ollowing items: hero sheet, development deck, aceupdevelopment cards, completed (acedown) quest cards,current (aceup) quest card, other aceup cards (investigation,oul ate, or good ortune), unused action tokens, andcollected tokens (gold, leads, proo, etc.)

     ѵ When an effect instructs a hero to “spend” a certain number

    o resources, he takes those resources rom his play area andreturns them to the supply.

    Related Topics: Keeping Cards, Spending

    PROOFHeroes require proo to complete various quests.

     ѵ Heroes obtain proo by perorming an operation to exchangeleads or proo, using the exchange rate on their hero sheet.

     ѵ Afer a hero exchanges leads or proo, it is permanently aproo; he cannot convert proo back to leads during the game.

    Related Topics: Leads, Quest Cards, Spending

    QUES CARDS ѵ A quest card is completed when the player completes the

    main quest on his quest card.

     ѵ Players keep completed quest cards acedown.

     ѵ Each hero can draw quest cards only rom the quest decksshown on his hero sheet.

     ѵ When a player completes his third quest card, he does notdraw new quest cards.

     ѵ I the main quest description contains an enemy encounter,the hero fights a battle against that enemy. Regardless o thebattle’s outcome, he completes the quest.

     ѵ Side quests can be completed in any order.

     ѵ Some side quests require a player to deeat a monster.Because battles occur at the end o a player’s turn, the playerimmediately completes that side quest afer deeating themonster, without perorming an operation.

     ѵ Some side quests require the player to “go to” aspecific location. Tese “go to” side quests are theonly location-specific side quests. A player cancomplete all other types o side quests regardless

    o his current location. ѵ I a player chooses to keep a new quest card that has a

    side quest requiring him to “go to” the location that he iscurrently in, he may complete that side quest without leavingthat location.

     ѵ Te support quest can be completed only by an opponent.

     ѵ When a player completes an opponent’s support quest, thesupporting player earns 6 VP (the number in parentheses inthe support quest space) and the player who owns the questcard earns 3 VP.

    Related Topics: Battles, Discarding, Keeping Cards, Operations,

    Support Chart, Victory Points

    “Go to” sidequest icon

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    SUPPOR CHARTe support chart displays each hero’s current support quest.

     ѵ When a player keeps a new quest, he moves his hero token tothe banner that corresponds to his new support quest’s type.

     ѵ When a player’s support quest is completed, he removes hishero token rom the support chart.

    Related Topics: Operations, Quest Cards

    ABLEALK ѵ Players can openly discuss possible deals or trading or

    supporting other players’ quests at any time during the game.

     ѵ Players cannot converse with one another in secret; allcommunication must remain public or all players to hear.

    Related Topics: Quest Cards, rading Resources

    ASKS ѵ Some investigation cards contain a task. Heroes keep these

    cards aceup in their play area as a reminder o what thetask’s requirements and rewards are.

     ѵ Unless tied to an action or otherwise specified, a player cancomplete a task only when he can perorm operations.

     ѵ Players must keep uncompleted tasks separate romcompleted tasks to track which tasks they have completed.

     ѵ A task can be completed only once.

     ѵ When a task requires a player to perorm an action, he ullyresolves the action and then receives the reward.

     ѵ Some investigation cards contain traits as well as tasks. Afercompleting a task on one o these cards, the hero keeps the

    card aceup in his play area to benefit rom the effect o thecard’s trait.

    Related Topics: Discarding, Investigation Cards, Keeping Cards,raits

    RADING RESOURCES ѵ As an operation, the active player can trade resources with

    other players in his same location.

     ѵ Other players can trade resources only with the active player.

     ѵ Leads and gold are the only resources that players can trade.

     ѵ Players can arrange a trade or promises o uture assistance;essentially, one player can trade an actual resource to anotherplayer in exchange or that player promising to trade him anactual resource at a later time.

     ѵ Any promises o uture assistance are not binding.

    Related Topics: Operations, abletalk 

    ROUESRoutes connect the various locations around the board.

     ѵ Each location is connected to at least one adjacent locationby a route.

     ѵ o move along the sea route connecting Novigrad and DuénCanell, a player must first spend two coins.

     ѵ o move along the sea route connecting Duén Canell and

    Cintra, a player must first spend one coin.

     ѵ Tere are a ew routes that intersect with each other.Locations that are connected by an intersection are adjacentto one another. For example, the locations o Dol Blathanna,Vengerberg, Ellander, and Shaerrawedd are all adjacent andconnected to one another.

    Related Topics: Actions, Adjacent, Locations, Movement,Regions

    SPENDING ѵ When an effect instructs a hero to “spend” a certain number

    o resources, he takes those resources rom his play area andreturns them to the supply.

     ѵ I an effect states “spend ” without speciying a color, thehero may spend any color lead.

     ѵ When a hero uses a development card that states “spend 1rom this card,” he takes one common marker rom that cardand returns it to the supply.

     ѵ I an effect requires a hero to “spend” more resources than hehas, he must spend as much o that resource as possible.

     ѵ I an effect offers the player an option, the player can chooseonly one o the options that he is capable o ulfilling. Forexample, the oul ate card “Bushwhacked” states “Spend 2or fight a battle!” I the affected player does not have 2 leads,he must fight the battle.

    Related Topics: Dice, Leads, Play Area, Proo 

    SUPPLY ѵ Te supply holds cardboard components that do not belong

    to any player, and it exists as a “bank” or all players to takeor return resources as instructed by effects.

     ѵ I a player would take a component rom the supply and thesupply is depleted, then he may use a suitable replacement(such as a coin or a bead).

     ѵ When an effect states “place a common marker,” the playertakes one common marker rom the supply and places itwhere indicated.

     ѵ When an effect instructs a player to “receive” a token, hetakes it rom the supply and places it in his play area.

    Related Topics: Play Area, Spending

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    WAR RACKTe war track gauges the turmoil caused by the NilgaardianEmpire, and it populates the board with various obstacles.

     ѵ When a player encounters obstacles at the end o his turn,i there are no obstacles in his region, he advances the wartrack instead.

     ѵ When an effect advances the war track, the active playermoves the war track marker clockwise one space. Ten, theactive player resolves the effect o that war track space:

     ҆ Monster: He draws one monster o the indicated typeand places it acedown in his region.

     ҆ Foul Fate: He places one oul ate token in his region.

    Related Topics: Encountering Obstacles, Foul Fate, Monsters,Obstacle Zones

    WINNING HE GAMEWhen a player completes his third quest card, he finishes hiscurrent turn. Ten, each other player takes one more turn, afer

    which the game ends. Te player with the most VP at the end othe game wins.

    In case o a tie, ollow these tiebreaker rules:

    1. Te tied player who completed the most quest cardswins the game.

    2. I there is still a tie, the tied players exchange theirproo tokens back to lead tokens (ollowing their heroes’exchange rates), and the tied player who has the mosttotal lead and gold tokens wins the game.

    3. I there is still a tie, the tied player whose final turnended earliest wins the game.

    Related Topics: Victory Points

    RAIS ѵ Some development and investigation cards have traits.

     ѵ raits are identified by their ormatting: bold and small caps(or example, “A S”).

    ѵ raits have no inherent effects on their own.

     ѵ Effects ofen reer to cards by their trait. For example,“Receive 1 blue and 1 additional blue or each

    N card you have.”

     ѵ When a player is resolving an investigation card whose effectreers to a trait, he counts the traits on all o his investigationcards, including the card being resolved and cards withincomplete tasks.

    Related Topics: Development Cards, Discarding, InvestigationCards, Keeping Cards, asks

    URN SRUCUREA detailed breakdown o the turn structure is as ollows:

    1. Perorm any number o operations.

    2. Perorm first action o the turn.

    3. Perorm any number o operations.

    4. Perorm second action o the turn.

    5. Perorm any number o operations

    6. Encounter one obstacle in your region; i no obstaclesare in your region, advance the war track.

    Related Topics: Actions, Encountering Obstacles, Operations

    VICORY POINS ѵ Players track their victory points (VP) on the VP track along

    the outer edge o the game board.

     ѵ Tere are several ways during the game or the players to earnVP, including completing quests and deeating monsters.

     ѵ When a player earns VP, he moves his VP marker orward onthe track a number o spaces equal to the amount o VP heearned.

     ѵ When a player loses VP, he moves his VP marker backwardon the track a number o spaces equal to the amount o VPhe lost.

     ѵ A player cannot go below 0 VP.

     ѵ

    I an effect reerences “the hero with the most VP,” and thereis more than one hero tied or the most VP, the active playerchooses which tied hero suffers the effect.

     ѵ A player can earn more than 80 VP. I he does, he continuestracking his VP by returning to the beginning o the track.For example, when a player has 79 VP and he hearns 3 VP,he moves his VP marker to the “2” space on the track, whichrepresents that he has 82 VP.

    Related Topics: Quest Cards, Winning the Game

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    YARPEN ѵ During setup, Yarpen takes the our companion cards and

    places them aceup in his play area.

     ѵ Companions stay aceup in Yarpen’s play area, and he canuse their effects during the game. Tey are not developmentcards, and they cannot be discarded rom his play area.

     ѵ When Yarpen uses two o his companions during thecommand action, he can choose the order in which heresolves their effects.

     ѵ Each time the Yarpen player draws quest cards, he chooseseither the combat (red) deck or the diplomacy (purple) deckand draws cards rom that deck.

     ѵ Yarpen’s hero sheet shows two spaces on hisartwork. Tese spaces represent Yarpen’s armor,and they are additional spaces or Yarpen to placewound tokens.

     ѵ When Yarpen perorms a rest action, he can remove a woundtoken rom one o his armor spaces.

     ѵ Yarpen cannot place oul ate tokens in the armor spaces on

    his hero sheet.

     ѵ Yarpen obtains a success i he rolls either o the die acesshown on his hero sheet.

    Related Topics: Quest Cards, Wounds

    EPIC ADVENURINGBeore starting the game, players must all agree i they want touse this optional rule.

    Players need to complete five quests instead o only three. Whena player completes his fifh quest card, each other player playsone more turn, afer which the game ends. Te player with themost VP at the end o the game wins.

    WOUNDS ѵ Tere are two types o wounds: minor wounds ( ) and

    severe wounds ( ).

     ѵ Severe wounds are more harsh than minor wounds. Severewounds have no special game effect other than to require ahero to exert more effort healing his wounds.

     ѵ Wound tokens can only occupy action spaces with a hearticon, which are called woundable action spaces (travel,develop, investigate, and hero-specific actions).

     ѵ Only one wound token can occupy a woundable action space.

     ѵ When a hero suffers wounds, he takes the indicated woundtoken rom the supply and places it in any woundable actionspace on his hero sheet that does not already contain awound token.

     ѵ While a wound token occupies an action space, the herocannot place his action token in that action space, so hecannot perorm that action.

     ѵ When a hero suffers a wound afer having already perormedan action, he may place the wound token in an action space

    that is occupied by an action token.

     ѵ I all o his woundable action spaces are occupied by woundtokens, the hero must perorm the rest action as his nextaction.

     ѵ I a hero suffers a wound and all o his woundable actionspaces are occupied by wound tokens, he does not place awound token on his hero sheet. Instead, he loses 2 VP oreach wound token that he cannot place on his sheet.

     ѵ Heroes cannot die. I they suffer more wounds than they cansustain, they lose VP as noted in the point above.

     ѵ A hero can remove wounds in several ways, including by

    perorming the rest action, entering a location with a hearticon, and some card effects.

     ѵ Locations that display a heart icon below the banner allow ahero who enters there to either remove one minor wound orflip one severe wound to its minor wound side.

    Related Topics: Actions, Battle, Dice, Locations, Monsters

    CD PROJEK RED EAM

    Game Design: Ignacy rzewiczek Executive Producer:

     Raał JakiLayout: Przemysław Juszczyk DTP: Przemysław Juszczyk, GrzegorzStrusBox Layout: Dark Crayon, KarolinaOksiędzkaCover Art & Character Portraits: GRAFI StudioFigure Sculpts: Paweł Mielniczuk, MarcinBłaszczak, Grzegorz Chojnacki, ArkadiuszMatyszewskiInterior Art: Monika Zawistowska,Bartłomiej Gaweł, Jan Marek, MarekMadej, Jakub Rebelka, Damian Bajowski

    Additional Graphic Design: Paulina

    Łukiewska, Agnieszka Patyk, MichałGrzędaProduction: Maciej BilskiPlaytesters: Michał Oracz, MichałWalczak, Maciej Molenda, Natalia Szyma,Łukasz Piechaczek, Aleksandra Ciupińska,Maciej Mutwil, Raał Szyma, Młody andMerry 

    Special thanks to ravis Currit, omaszKołodziejczak, Marcin Momot, MichałNowakowski, Adam Badowski, ŁukaszKratyński, Borys Pugacz-Muraszkiewicz,Damien Monnier, Michał Platkow-Gilewski, Raal Szczepkowski

    FANASY FLIGH GAMES EAM

    Producer: Steven KimballAdditional Game Development:

     SamuelW. Bailey, Steven Kimball, and Mark LarsonEditing & Prooreading: Richard A.Edwards, Adam Baker, and Sean O’Leary Managing Art Director: AndyChristensenProduction Manager: Eric KnightExecutive Game Designer: CoreyKonieczkaExecutive Producer: Michael Hurley Publisher: Christian . PetersenPlaytesters: Daniel Lovat Clark, DerrickFuchs, David Hansen, Christopher HoschJustin Kemppainen, Lukas Litzsinger, SamStuart, Nate ripp, Zach ewalthomas,Jason Walden, Paul Winchester

    CREDIS

    Yarpen obtains a successon either of these die faces

    Yarpen does not  obtain a succon the single dodge die face

     Armorspace

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    Te world o Te Witcher  today is still ar rom a peaceulplace. Kingdoms fight over territory, resources, and glory: theindependent realms o the North are under constant threat romthe southern Nilgaardian Empire, led by Emhyr var Emreis, amerciless and powerul leader. Dangerous corners still existwhere monsters run rampant and many dark secrets remain tobe discovered. In the midst o all this, a band o heroes leap intothe ray to ace their greatest adventure.

    Te Witcher Adventure Game is set on the Continent, a worldtorn by strie and injustice. It is a land o opportunity, wheremercy is a commodity rarely seen in abundance, and a placewhere gold buys lie. You either end or yoursel and strive, orlive a lie o ear and misery, dependent on the whims o others.Tis harsh realm harbors no heroes or heroines, only men andwomen making tough choices in pursuit o complex agendas,orced by changing circumstances to help enemies or hinderriends, to let the innocent die or the guilty live.

    With its many races and kingdoms, the Continent is a placewhere a multitude o cultures and interests collide, ofen causingturmoil and deadly conflict. Humans reign supreme here, buttheir plans are ofen challenged by elves, dwarves, and creatures

    o magical origin. During your adventures in this world, you’llhunt monsters, aid actions, tip the scales in local powerstruggles, and deal with problems both small and o a broader,geopolitical nature.

    Te Witcher Adventure Game casts you as one o our distinctand memorable characters and throws you into a whirlwind oadventure. As Geralt, riss, Dandelion, and Yarpen you mustnavigate a world rich in quests, intrigue, and mysterious orces,calling on your character’s arsenal o unique skills and your owncunning to achieve the ultimate goal—victory over others.

    Will your adventure be one o danger and quick rewards atyour opponents’ expense, or will you decide to pursue a moremeasured path with the potential or even greater rewards i all

    goes well? In Te Witcher Adventure Game, the choice is yours.

    HE WICHER LORE

    HE WICHER WORLD:PAS & PRESENBeore the Conjunction o the Spheres, an interdimensionalcataclysm that struck fifeen hundred years beore the presentmoment, the world was inhabited solely by nonhuman races—

    elves, dwarves, and other beings now long orgotten. It is theywho first built magnificent cities, gave birth to high culture, andmade the first steps toward enlightenment. Afer the cataclysm,everything changed. It is said the Conjunction o the Spheresnot only first introduced human beings to this world, but alsobrought potent magic and bloodthirsty monsters to it as well.Creatures like ghouls, bruxae, and graveirs inested more andmore land, killing settlers and destroying everything in theirpath. Century by century, the known world slowly ceased toexist and a new order was born, one where humans, short-lived,energetic beings with a thirst or expansion, conquered the highraces o the olden days.

    Yet monsters continued to plague mankind, and so the

    witchers were created as a counterbalance, as predators orpost-Conjunction beasts with no ecological niche. aken in aschildren and subjected to mutations and grueling training, theew who survived the ordeals then roamed the land as elitemonster hunters, a monk-like caste plying a trade leaving noroom or amily, home, or even emotions. Tough they stroveto stay out o interhuman disputes and kill only unthinking evil,the witchers ailed to gain the sympathy o the common olk,who avoided them whenever possible. ime passed, and whatwas once cautious distaste turned to ear and loathing. Witchersbecame a necessary evil, as unwanted as the monsters they wereorged to kill. Teir numbers thinned, their schools emptied,and the teachings and arcane lore used to train new adepts aded

    rom disuse. Now, only a handul o witchers remains. Amongthem is the legendary Geralt o Rivia.

    11

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    DANDELION ROGUISH BARD

    Julian Alred Pankratz Viscount de Lettenhove, better knownas Dandelion—a minstrel, poet, and lecturer at the OxenurtAcademy, and also the best riend o Geralt o Rivia. His loveo women, spirits, and the sound o his own voice is constantlygetting him into trouble and then providing him the meansto get out o it. Tose who underestimate him commit a graveerror—this seemingly harmless bard is capable o unmatchedeats o intellect and diplomatic maneuvering. A riend to kings,and a lover to the most influential women in the realm, one wordrom his lips can carry more power than an army o tin-platedbrutes—provided it’s not interrupted by a wine-scented belch.

    Tanks to his vast network o contacts, Dandelion rarely engagesin combat. He has others to do the dirty work or him. o uel

    his vagabond, yet lavish, liestyle, the minstrel needs a hefyamount o cash; thereore—when he’s not drinking—you’llrequently see him giving concerts and also providing that extraspecial encore or the ladies in the audience. Be it a slap on thecheek or a at purse, the man always gets his share. Dandelion isa orce o chaos and serendipity, the only person that can turna hopeless situation into a surefire success…and the other wayaround.

    He finds silver linings where others see only dark clouds; yet,requently to his own peril, he can’t keep his mouth shut whensilence is worth ar more than twice his weight in gold.

    GERAL OF RIVIA MONSER HUNER

    Geralt o Rivia—a witcher, a wandering solution in search o hisnext problem. He is a man who’s seen as many caves and trolls ashe has kings, queens, and courts. Witchers are mutants, trainedrom early childhood or one task: to protect the peoples o theContinent rom the innumerable oul creatures that inhabit it.

    Tere are several schools o witchers, represented by the differentmedallions their members wear around their neck. Te wolmedallion Geralt bears warns him o impending danger ornearby magic by gently vibrating. In recent years, the witchercaste has dwindled down to only a handul o active hunters;

    with so ew o them lef, the world is beginning to resemble thetimes beore witchers came to be.

    Geralt possesses superhuman reflexes and strength, and hissword fighting skills are second to none. Like every witcher,Geralt fights with two swords: a silver sword, dedicated tocombating monsters and creatures o magical origin, and asteel one, primarily used to deal with erocious animals and theoccasional bandit who thinks he can best a master swordsman.Using witcher Signs and special potions, he can tip the scales oany battle in his avor. Being a witcher, Geralt’s main occupationis slaying monsters, but he won’t hesitate to prove a (usuallybloody) point when humans or non-humans try to stand in hisway. Geralt strives to maintain his witcher neutrality, but he will

    sometimes lend a hand to others, even i it drags him into themiddle o some mess. Witchers are known or being cold andemotionless due to the mutations they undergo, but Geralt’sprocess must have gone differently, or he is capable o eelingsand emotions and a surprising amount o empathy towardothers. Living in a world where morality is a concept knownmostly to those who aren’t hungry, the amous witcher o Riviaremains one o the ew beacons o hope…i you have the orensto hire him.

    CHARACERS

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    YARPEN ZIGRIN DWARVEN WARRIOR

    First impressions can be quite deceiving, especially when theyinvolve Yarpen Zigrin. Te stocky dwar is a veteran warrior andamed dragon-hunter, tough as a Mahakam-orged blade andmany times as deadly. He’s also a dwar o ew words, and can bepainully direct…to the point o being a real plougher at times.

    But it is a grave error to dismiss him as a mere blunt weapon,unfit or battles requiring diplomatic skill as much as a strongaxe arm. What he lacks in terms o a silver tongue he makes upor in honesty and a broad sense o humor most ofen deployedover a bottle o mead—or five. Any adversaries he doesn’t winover with a night o drink and dirty limericks, he can pummelinto submission while they shake off the hangover the nextmorning. Tis combination o brawn and bonhomie has earnedYarpen the allegiance o a band o dwarven fighters, and has evenbeen known to secure him the help o sorceresses and witchersin his hunts or legendary beasts and stockpiles o treasure.

    Te two things that make Yarpen Zigrin a truly ormidableasset in any war effort or adventure is the respect he commands

    among his kind and the gear he and his kin bring along on theroad. Te leader o a band o dwarves, Yarpen has the capacity toissue orders to his posse, greatly extending his tactical options.

    Yarpen’s other strength is his proficiency in wielding andusing any kind o battlefield hardware one can imagine: battlehammers, daggers, swords or axes—i it can be deployed on thebattlefield, he can definitely use it to instill ear in the hearts ohis and his riends’ enemies.

    RISS MERIGOLD CUNNING SORCERESS

    In the world o Te Witcher , only a select ew talented andhighly trained individuals can wield magic. As casting everyspell requires knowledge, time, and diligent preparation, only

    the most adept in the mystic arts are proficient enough to usethem on the battlefield. One such individual is riss Merigold,considered to be among the most powerul members o theLodge o Sorceresses, a secret organization o prominent emalemages. Depending on whether the sorceress is your ally or yourenemy, she can either annihilate you in a shower o flames orheal you in your hour o need. A dear riend to Geralt o Riviaand the personal advisor o King Foltest o emeria, ruler o oneo the richest kingdoms in the North, she has played a key role inthe most important events o recent Northern history.

    riss’s power comes rom knowledge, and whether it entailsspying on others through her magical devices or using raw orceto extract the inormation she needs, she always finds a way to

    get to the heart o the matter. Most o her spells take time toprepare but, given the proper momentum, she’s an unstoppableorce that can break through any obstacle in her path. Using herintellect and magical prowess, riss is able to bend the rules inher and her party’s avor, which will requently come in handyduring the numerous adventures to come.

    CHARACERS

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    NOABLE PEOPLE, GROUPS& ORGANIZAIONS

    HE EMPIRE OF NILFGAARDLed by Emperor Emhyr var Emreis, also known as the WhiteFlame Dancing on the Graves o his Enemies, the NilgaardianEmpire is the most powerul state in the known history o

    the Continent. With theEmperor’s appetite orconstant expansion, thesouthern superpower isa constant threat to thekingdoms located inthe north. Nilgaard’sbooming economy andsuperior army make it aorce to be reckoned with.Nilgaardians believe inlineage and racial purity,which makes them hated

    and eared by the ree peoples o the Continent—only thoseborn within its original borders are considered true citizens.However, once conquered by the Empire, as long as you serveits greater goals and remain obedient, you’re more than likely tolive to see another day. Nilgaard’s dominant religion is the culto the Great Sun, which is reflected by the sun symbol on theEmpire’s coat o arms. Although the Emperor does not officiallycondone other belies, as long as no one mixes their gods withcurrent political affairs, peoples acquired via the Empire’sexpansions are ree to pray to whatever they want.

    DIJKSRASigismund Dijkstra, better known simply as Dijkstra, is a

    master spy and head o special orces or the kingdom oRedania, a wealthy country located in the North. Extremelytall, balding, and big boned, the man could be easily mistakenor one o those wealthy royal entourage types who do nothingbut roam around courts with a glass o wine, oblivious to thebrutal political dynamics playing out in the background. Likeany spy, Sigismund won’t hesitate to use any manner o dirtytrick to achieve his goals or orward his agendas. Dijkstra isknown to dislike Geralt o Rivia: the men crossed paths in

    the past and, as a result othat encounter, the ormerended up temporarilycrippled, which—combined

    with the witcher bestingthe spy—added injury toinsult. However, Geralt andDijkstra, cold proessionalsboth, also harbor respect oreach other’s achievementsin their respective fields owork.

    HE LODGE OF SORCERESSESTe Lodge is a secret organization consisting o emale mages,ounded and led by Philippa Eilhart—a powerul sorceress andormer advisor to the king o Redania, Vizimir II. Te Lodgeconsists o several powerul sorceresses whose aim is to keepthe peace between the kingdoms and to preserve magic sothat it might one day flourish again. o achieve their goals, theLodge seeks to place members o the sisterhood on thrones or

    rule by influencing kings rom the shadows. Secretly meetingin Castle Montecalvo, the home o Philippa Eilhart, the Lodgeo the Sorceresseswas responsibleor several majorevents, such assecuring peacein the war withthe NilgaardianEmpire. Tesisterhood isactively searchingor Cirilla, Geralt’sadopted daughter,as they believe her offspring hold the key to unleashing evengreater magical power upon the world.

    HE SCOIA’AELerrorists or reedom fighters? Squirrels, or Scoia’tael as theycall themselves in the Elven tongue, is a common name or

     various nonhuman splinter groups that orceully oppose theracial inequality resulting rom maltreatment by humans onthe Continent. Teir name comes rom their liestyle: livingin orests and requently changing locations, these smallcommunities are highly mobile and always ready to strike whenno one expects them. Consisting mainly o elves, the Scoia’tael

    also harbor members o other races, such as dwarves andhalflings. A typicalunit is ormed by joining severalmembers o a givengroup; the largerones, with a ewdozen members,were generallytask-oriented, puttogether or aspecific mission.Te objectives o

    such groups varyrom assassinations and battlefield diversions to trade routeharassment and espionage. Te Socia’tael’s symbol is a squirreltail attached to their hats or other parts o their garments. Asor their political affiliation, the group was once allied with theNilgaardian Empire, and in return Emhyr var Emreis providedthe Elves with their own country, Dol Blathanna—then orcedthe Free Elves to disown the Scoia’tael as war criminals, leavingthem to end or themselves in a hostile North.

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    © 2014 Fantasy Flight Publishing, Inc. No part o this product may be reproduced without specific permission. Te Witcher  video games are © CD PROJEK S.A. Te Witcher  game is

    based on a novel o Andrzej Sapkowski. Te Witcher ® is a trademark o CD PROJEK S.A. Fantasy Flight Supply is a trademark o Fantasy Flight Publishing, Inc. Fantasy Flight Games

    and the FFG logo are registered trademarks o Fantasy Flight Publishing, Inc. All rights reserved to their respective owners. Fantasy Flight Games is located at 1995 West County Road B2,

    Roseville, Minnesota, 55113, USA, and can be reached by telephone at 651-639-1905. Retain this inormation or your records. Actual components may vary rom those shown. Made in

    China. HIS PRODUC IS NO A OY. NO INENDED FOR USE OF PERSONS 13 YEARS OF AGE OR YOUNGER.

    FANTASY 

    FLIGHT

    GAMES

    A

    Actions ............................................................2Action Space ...................................................2Active Player ...................................................2Adjacent ..........................................................2

    Armor Spaces – see “Yarpen” ....................10

    B

    Battles ..............................................................2Brew – see “Actions” ......................................2Bribe a Friend – see “Operations” ...............6

    C

    Command – see “Actions” ............................2Companions – see “Yarpen” ...................... 10Completing a Quest – see “Operations” .....7Component Limitations ...............................3

    D

    Delayed Heroes ..............................................3Development Cards .......................................3Develop – see “Actions” ................................2Dice ................................................................3Discarding ......................................................4Drawing ..........................................................4

    E

    Encountering Obstacles ................................4Enemies – see “Battles” .................................2Exchange Leads or Proo –

    see “Operations” ....................................6Exchange Rate ........................................... 5, 9

    F

    Foul Fate .........................................................4Friends ............................................................6

    G

    Gold ........................................................5, 6, 8Good Fortune ................................................5

    I

    I Able – see “Investigation Cards” ..............5Investigate – see “Actions” ............................2Investigation Cards........................................5

    KKeeping Cards ................................................5

    L

    Leads ...............................................................5Locations ........................................................5Look At – see “Drawing” ..............................4

    M

    Main Quest – see “Quest Cards” .................7Minor Wounds – see “Wounds” ...... ....... .. 10Monsters .........................................................6

    Movement .......................................................6

    O

    Obstacles .................................................... 4, 6Obstacle Zones...............................................6Operations ......................................................6

    P

    Play Area .........................................................7Prepare – see “Actions” .................................2Proo ................................................................7

    Q

    Quest Cards ....................................................7

    R

    Regions............................................................7Reroll – see “Dice” .........................................3Rest – see “Actions” .......................................2Reveal – see “Drawing” .................................4Ritual Stat – see “Battles” ..............................3Routes ............................................................. 8

    S

    Sea Routes – see “Routes”............................ 8Setbacks – see “Investigation Cards” ..........5Severe Wounds – see “Wounds” ............... 10Shield Stat – see “Battles” .............................2

    Side Quest – see “Quest Cards” ...................7Sing – see “Actions” .......................................2Spending ........................................................ 8Success .....................................................3, 10Supply............................................................. 8Support Chart ............................................... 8Support Quest – see “Quest Cards” ............7Sword Stat – see “Battles” .............................2

    T

    abletalk ......................................................... 8asks ............................................................... 8ies – see “Winning the Game” ...................9

    rading Resources .................................... 6, 8raits ................................................................9ravel – see “Actions” ....................................2urn Structure ................................................9

    V

    Valuable Inormation –see “Investigation Cards” .....................5

    Victory Points (VP) .......................................9

    W

    War rack........................................................9Winning the Game ........................................9Wounds ........................................................ 10

    Y

    Yarpen .......................................................... 10

    INDEX

    PROOF OF

    PURCHASE

    The Witcher

    Adventure Game

    VA90

    978-1-61661-916-9

  • 8/20/2019 The Witcher Rules Reference Guide Eng

    16/16

    LIS OF OPERAIONS ѵ Exchange Leads or Proo 

     ѵ Complete a Side Quest

     ѵ Complete a Support Quest

     ѵ Complete a Main Quest

     ѵ rade Resources

     ѵ Bribe a Friend (Dandelion only)

    SEPS OF BALE1. Use “at the start o battle” effects.

    2. Resolve “beore rolling” effects.

    3. Roll dice.

    4. otal the dice results.

    5. Modiy the dice results (spending dodge, usingdevelopment cards, etc.).

    6. Compare against the enemy’s sword stat, whichresults in either a “successul ” or a “ailed .”

    7. Compare against the enemy’s shield stat, whichresults in either a “successul ” or a “ailed .”

    8. I the enemy is a monster and the attack is successul,the monster is deeated.

    NAME INEX ICON OKEN

    F F

    M W

    S W

    R L red

    B L blue

    P L purple

    G

    C M

    M

    QUICK REFERENCE

    OKENS & ICONS DICE

    RESULSPRODUCED

    DIEFACE

    NAME

    S

    S

    D

    R

    W S

    D S

    D S

    D S

    S D S

    B ()